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CA: properly detect real spectator when spectators are not allowed (nospectators...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / cl_client.qc
1 void race_send_recordtime(float msg);
2 void race_SendRankings(float pos, float prevpos, float del, float msg);
3
4 void send_CSQC_teamnagger() {
5         WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
6         WriteByte(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
7 }
8
9 float ClientData_Send(entity to, float sf)
10 {
11         if(to != self.owner)
12         {
13                 error("wtf");
14                 return FALSE;
15         }
16
17         entity e;
18
19         e = to;
20         if(IS_SPEC(to))
21                 e = to.enemy;
22
23         sf = 0;
24
25         if(e.race_completed)
26                 sf |= 1; // forced scoreboard
27         if(to.spectatee_status)
28                 sf |= 2; // spectator ent number follows
29         if(e.zoomstate)
30                 sf |= 4; // zoomed
31         if(e.porto_v_angle_held)
32                 sf |= 8; // angles held
33
34         WriteByte(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
35         WriteByte(MSG_ENTITY, sf);
36
37         if(sf & 2)
38                 WriteByte(MSG_ENTITY, to.spectatee_status);
39
40         if(sf & 8)
41         {
42                 WriteAngle(MSG_ENTITY, e.v_angle_x);
43                 WriteAngle(MSG_ENTITY, e.v_angle_y);
44         }
45
46         return TRUE;
47 }
48
49 void ClientData_Attach()
50 {
51         Net_LinkEntity(self.clientdata = spawn(), FALSE, 0, ClientData_Send);
52         self.clientdata.drawonlytoclient = self;
53         self.clientdata.owner = self;
54 }
55
56 void ClientData_Detach()
57 {
58         remove(self.clientdata);
59         self.clientdata = world;
60 }
61
62 void ClientData_Touch(entity e)
63 {
64         e.clientdata.SendFlags = 1;
65
66         // make it spectatable
67         entity e2;
68         FOR_EACH_REALCLIENT(e2)
69         {
70                 if(e2 != e)
71                         if(IS_SPEC(e2))
72                                 if(e2.enemy == e)
73                                         e2.clientdata.SendFlags = 1;
74         }
75 }
76
77 .string netname_previous;
78
79
80 /*
81 =============
82 CheckPlayerModel
83
84 Checks if the argument string can be a valid playermodel.
85 Returns a valid one in doubt.
86 =============
87 */
88 string FallbackPlayerModel;
89 string CheckPlayerModel(string plyermodel) {
90         if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
91         {
92                 // note: we cannot summon Don Strunzone here, some player may
93                 // still have the model string set. In case anyone manages how
94                 // to change a cvar default, we'll have a small leak here.
95                 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
96         }
97         // only in right path
98         if( substring(plyermodel,0,14) != "models/player/")
99                 return FallbackPlayerModel;
100         // only good file extensions
101         if(substring(plyermodel,-4,4) != ".zym")
102         if(substring(plyermodel,-4,4) != ".dpm")
103         if(substring(plyermodel,-4,4) != ".iqm")
104         if(substring(plyermodel,-4,4) != ".md3")
105         if(substring(plyermodel,-4,4) != ".psk")
106                 return FallbackPlayerModel;
107         // forbid the LOD models
108         if(substring(plyermodel, -9,5) == "_lod1")
109                 return FallbackPlayerModel;
110         if(substring(plyermodel, -9,5) == "_lod2")
111                 return FallbackPlayerModel;
112         if(plyermodel != strtolower(plyermodel))
113                 return FallbackPlayerModel;
114         // also, restrict to server models
115         if(autocvar_sv_servermodelsonly)
116         {
117                 if(!fexists(plyermodel))
118                         return FallbackPlayerModel;
119         }
120         return plyermodel;
121 }
122
123 void setplayermodel(entity e, string modelname)
124 {
125         precache_model(modelname);
126         setmodel(e, modelname);
127         player_setupanimsformodel();
128         UpdatePlayerSounds();
129 }
130
131 /*
132 =============
133 PutObserverInServer
134
135 putting a client as observer in the server
136 =============
137 */
138 void FixPlayermodel();
139 void PutObserverInServer (void)
140 {
141         entity  spot;
142     self.hud = HUD_NORMAL;
143         race_PreSpawnObserver();
144
145         spot = SelectSpawnPoint (TRUE);
146         if(!spot)
147                 error("No spawnpoints for observers?!?\n");
148         RemoveGrapplingHook(self); // Wazat's Grappling Hook
149
150         if(IS_REAL_CLIENT(self))
151         {
152                 msg_entity = self;
153                 WriteByte(MSG_ONE, SVC_SETVIEW);
154                 WriteEntity(MSG_ONE, self);
155         }
156
157         if((g_race && g_race_qualifying) || g_cts)
158         {
159                 if(PlayerScore_Add(self, SP_RACE_FASTEST, 0))
160                         self.frags = FRAGS_LMS_LOSER;
161                 else
162                         self.frags = FRAGS_SPECTATOR;
163         }
164         else
165                 self.frags = FRAGS_SPECTATOR;
166
167         MUTATOR_CALLHOOK(MakePlayerObserver);
168
169         Portal_ClearAll(self);
170
171         if(self.alivetime)
172         {
173                 if(!warmup_stage)
174                         PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
175                 self.alivetime = 0;
176         }
177
178         if(self.vehicle)
179                 vehicles_exit(VHEF_RELESE);
180
181         WaypointSprite_PlayerDead();
182
183         if (!g_ca)  // don't reset teams when moving a ca player to the spectators
184                 self.team = -1;  // move this as it is needed to log the player spectating in eventlog
185
186         if(self.killcount != -666)
187         {
188                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_SPECTATE, self.netname);
189                 if(autocvar_g_chat_nospectators == 1 || (cvar("g_warmup") && !(warmup_stage || gameover) && autocvar_g_chat_nospectators == 2))
190                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_CHAT_NOSPECTATORS);
191
192                 if(self.just_joined == FALSE) {
193                         LogTeamchange(self.playerid, -1, 4);
194                 } else
195                         self.just_joined = FALSE;
196         }
197
198         PlayerScore_Clear(self); // clear scores when needed
199
200         accuracy_resend(self);
201
202         self.spectatortime = time;
203
204         self.classname = "observer";
205         self.iscreature = FALSE;
206         self.teleportable = TELEPORT_SIMPLE;
207         self.damagedbycontents = FALSE;
208         self.health = -666;
209         self.takedamage = DAMAGE_NO;
210         self.solid = SOLID_NOT;
211         self.movetype = MOVETYPE_FLY_WORLDONLY; // user preference is controlled by playerprethink
212         self.flags = FL_CLIENT | FL_NOTARGET;
213         self.armorvalue = 666;
214         self.effects = 0;
215         self.armorvalue = autocvar_g_balance_armor_start;
216         self.pauserotarmor_finished = 0;
217         self.pauserothealth_finished = 0;
218         self.pauseregen_finished = 0;
219         self.damageforcescale = 0;
220         self.death_time = 0;
221         self.respawn_flags = 0;
222         self.respawn_time = 0;
223         self.stat_respawn_time = 0;
224         self.alpha = 0;
225         self.scale = 0;
226         self.fade_time = 0;
227         self.pain_frame = 0;
228         self.pain_finished = 0;
229         self.strength_finished = 0;
230         self.invincible_finished = 0;
231         self.superweapons_finished = 0;
232         self.pushltime = 0;
233         self.istypefrag = 0;
234         self.think = func_null;
235         self.nextthink = 0;
236         self.hook_time = 0;
237         self.deadflag = DEAD_NO;
238         self.angles = spot.angles;
239         self.angles_z = 0;
240         self.fixangle = TRUE;
241         self.crouch = FALSE;
242
243         setorigin (self, (spot.origin + PL_VIEW_OFS)); // offset it so that the spectator spawns higher off the ground, looks better this way
244         self.prevorigin = self.origin;
245         self.items = 0;
246         self.weapons = '0 0 0';
247         self.model = "";
248         FixPlayermodel();
249         setmodel(self, "null");
250         self.drawonlytoclient = self;
251
252         setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX); // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
253         self.view_ofs = '0 0 0'; // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
254
255         self.weapon = 0;
256         self.weaponname = "";
257         self.switchingweapon = 0;
258         self.weaponmodel = "";
259         self.weaponentity = world;
260         self.exteriorweaponentity = world;
261         self.killcount = -666;
262         self.velocity = '0 0 0';
263         self.avelocity = '0 0 0';
264         self.punchangle = '0 0 0';
265         self.punchvector = '0 0 0';
266         self.oldvelocity = self.velocity;
267         self.fire_endtime = -1;
268         self.event_damage = func_null;
269 }
270
271 .float model_randomizer;
272 void FixPlayermodel()
273 {
274         string defaultmodel;
275         float defaultskin, chmdl, oldskin, n, i;
276         vector m1, m2;
277
278         defaultmodel = "";
279         defaultskin = 0;
280         chmdl = FALSE;
281
282         if(autocvar_sv_defaultcharacter == 1)
283         {
284                 if(teamplay)
285                 {
286                         string s;
287                         s = Team_ColorName_Lower(self.team);
288                         if(s != "neutral")
289                         {
290                                 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
291                                 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
292                         }
293                 }
294
295                 if(defaultmodel == "")
296                 {
297                         defaultmodel = autocvar_sv_defaultplayermodel;
298                         defaultskin = autocvar_sv_defaultplayerskin;
299                 }
300
301                 n = tokenize_console(defaultmodel);
302                 if(n > 0)
303                 {
304                         defaultmodel = argv(floor(n * self.model_randomizer));
305                         // However, do NOT randomize if the player-selected model is in the list.
306                         for (i = 0; i < n; ++i)
307                                 if ((argv(i) == self.playermodel && defaultskin == stof(self.playerskin)) || argv(i) == strcat(self.playermodel, ":", self.playerskin))
308                                         defaultmodel = argv(i);
309                 }
310
311                 i = strstrofs(defaultmodel, ":", 0);
312                 if(i >= 0)
313                 {
314                         defaultskin = stof(substring(defaultmodel, i+1, -1));
315                         defaultmodel = substring(defaultmodel, 0, i);
316                 }
317         }
318
319         if(defaultmodel != "")
320         {
321                 if (defaultmodel != self.model)
322                 {
323                         m1 = self.mins;
324                         m2 = self.maxs;
325                         setplayermodel (self, defaultmodel);
326                         setsize (self, m1, m2);
327                         chmdl = TRUE;
328                 }
329
330                 oldskin = self.skin;
331                 self.skin = defaultskin;
332         } else {
333                 if (self.playermodel != self.model || self.playermodel == "")
334                 {
335                         self.playermodel = CheckPlayerModel(self.playermodel); // this is never "", so no endless loop
336                         m1 = self.mins;
337                         m2 = self.maxs;
338                         setplayermodel (self, self.playermodel);
339                         setsize (self, m1, m2);
340                         chmdl = TRUE;
341                 }
342
343                 oldskin = self.skin;
344                 self.skin = stof(self.playerskin);
345         }
346
347         if(chmdl || oldskin != self.skin) // model or skin has changed
348         {
349                 self.species = player_getspecies(); // update species
350                 UpdatePlayerSounds(); // update skin sounds
351         }
352
353         if(!teamplay)
354                 if(strlen(autocvar_sv_defaultplayercolors))
355                         if(self.clientcolors != stof(autocvar_sv_defaultplayercolors))
356                                 setcolor(self, stof(autocvar_sv_defaultplayercolors));
357 }
358
359 /*
360 =============
361 PutClientInServer
362
363 Called when a client spawns in the server
364 =============
365 */
366 void PutClientInServer (void)
367 {
368         if(IS_BOT_CLIENT(self))
369                 self.classname = "player";
370         else if(IS_REAL_CLIENT(self))
371         {
372                 msg_entity = self;
373                 WriteByte(MSG_ONE, SVC_SETVIEW);
374                 WriteEntity(MSG_ONE, self);
375         }
376
377         // reset player keys
378         self.itemkeys = 0;
379
380         MUTATOR_CALLHOOK(PutClientInServer);
381
382         if(gameover)
383                 self.classname = "observer";
384
385         if(IS_PLAYER(self))
386         {
387                 entity spot, oldself;
388                 float j;
389
390                 accuracy_resend(self);
391
392                 if(self.team < 0)
393                         JoinBestTeam(self, FALSE, TRUE);
394
395                 race_PreSpawn();
396
397                 spot = SelectSpawnPoint (FALSE);
398                 if(!spot)
399                 {
400                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
401                         return; // spawn failed
402                 }
403
404                 RemoveGrapplingHook(self); // Wazat's Grappling Hook
405
406                 if(self.vehicle)
407                         vehicles_exit(VHEF_RELESE);
408
409                 self.classname = "player";
410                 self.wasplayer = TRUE;
411                 self.iscreature = TRUE;
412                 self.teleportable = TELEPORT_NORMAL;
413                 self.damagedbycontents = TRUE;
414                 self.movetype = MOVETYPE_WALK;
415                 self.solid = SOLID_SLIDEBOX;
416                 self.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
417                 if(autocvar_g_playerclip_collisions)
418                         self.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
419                 if(IS_BOT_CLIENT(self) && autocvar_g_botclip_collisions)
420                         self.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
421                 self.frags = FRAGS_PLAYER;
422                 if(INDEPENDENT_PLAYERS)
423                         MAKE_INDEPENDENT_PLAYER(self);
424                 self.flags = FL_CLIENT;
425                 if(autocvar__notarget)
426                         self.flags |= FL_NOTARGET;
427                 self.takedamage = DAMAGE_AIM;
428                 self.effects = 0;
429                 self.effects |= EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
430                 self.air_finished = time + 12;
431                 self.dmg = 2;
432                 if(autocvar_g_balance_nex_charge)
433                 {
434                         if(autocvar_g_balance_nex_secondary_chargepool)
435                                 self.nex_chargepool_ammo = 1;
436                         self.nex_charge = autocvar_g_balance_nex_charge_start;
437                 }
438
439                 if(warmup_stage)
440                 {
441                         self.ammo_shells = warmup_start_ammo_shells;
442                         self.ammo_nails = warmup_start_ammo_nails;
443                         self.ammo_rockets = warmup_start_ammo_rockets;
444                         self.ammo_cells = warmup_start_ammo_cells;
445                         self.ammo_fuel = warmup_start_ammo_fuel;
446                         self.health = warmup_start_health;
447                         self.armorvalue = warmup_start_armorvalue;
448                         self.weapons = WARMUP_START_WEAPONS;
449                 }
450                 else
451                 {
452                         self.ammo_shells = start_ammo_shells;
453                         self.ammo_nails = start_ammo_nails;
454                         self.ammo_rockets = start_ammo_rockets;
455                         self.ammo_cells = start_ammo_cells;
456                         self.ammo_fuel = start_ammo_fuel;
457                         self.health = start_health;
458                         self.armorvalue = start_armorvalue;
459                         self.weapons = start_weapons;
460                 }
461
462                 if(self.weapons & WEPSET_SUPERWEAPONS)
463                         self.superweapons_finished = time + autocvar_g_balance_superweapons_time;
464                 else
465                         self.superweapons_finished = 0;
466
467                 if(g_weaponarena_random)
468                 {
469                         if(g_weaponarena_random_with_laser)
470                                 self.weapons &= ~WEPSET_LASER;
471                         W_RandomWeapons(self, g_weaponarena_random);
472                         if(g_weaponarena_random_with_laser)
473                                 self.weapons |= WEPSET_LASER;
474                 }
475
476                 self.items = start_items;
477
478                 self.spawnshieldtime = time + autocvar_g_spawnshieldtime;
479                 self.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
480                 self.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
481                 self.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
482                 self.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
483                 //extend the pause of rotting if client was reset at the beginning of the countdown
484                 if(!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
485                         self.spawnshieldtime += game_starttime - time;
486                         self.pauserotarmor_finished += game_starttime - time;
487                         self.pauserothealth_finished += game_starttime - time;
488                         self.pauseregen_finished += game_starttime - time;
489                 }
490                 self.damageforcescale = 2;
491                 self.death_time = 0;
492                 self.respawn_flags = 0;
493                 self.respawn_time = 0;
494                 self.stat_respawn_time = 0;
495                 self.scale = 0;
496                 self.fade_time = 0;
497                 self.pain_frame = 0;
498                 self.pain_finished = 0;
499                 self.strength_finished = 0;
500                 self.invincible_finished = 0;
501                 self.pushltime = 0;
502                 // players have no think function
503                 self.think = func_null;
504                 self.nextthink = 0;
505                 self.hook_time = 0;
506                 self.dmg_team = 0;
507                 self.ballistics_density = autocvar_g_ballistics_density_player;
508
509                 self.metertime = 0;
510
511                 self.deadflag = DEAD_NO;
512
513                 self.angles = spot.angles;
514
515                 self.angles_z = 0; // never spawn tilted even if the spot says to
516                 self.fixangle = TRUE; // turn this way immediately
517                 self.velocity = '0 0 0';
518                 self.avelocity = '0 0 0';
519                 self.punchangle = '0 0 0';
520                 self.punchvector = '0 0 0';
521                 self.oldvelocity = self.velocity;
522                 self.fire_endtime = -1;
523
524                 entity spawnevent = spawn();
525                 spawnevent.owner = self;
526                 Net_LinkEntity(spawnevent, FALSE, 0.5, SpawnEvent_Send);
527
528                 self.model = "";
529                 FixPlayermodel();
530                 self.drawonlytoclient = world;
531
532                 self.crouch = FALSE;
533                 self.view_ofs = PL_VIEW_OFS;
534                 setsize (self, PL_MIN, PL_MAX);
535                 self.spawnorigin = spot.origin;
536                 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
537                 // don't reset back to last position, even if new position is stuck in solid
538                 self.oldorigin = self.origin;
539                 self.prevorigin = self.origin;
540                 self.lastrocket = world; // stop rocket guiding, no revenge from the grave!
541                 self.lastteleporttime = time; // prevent insane speeds due to changing origin
542         self.hud = HUD_NORMAL;
543
544                 self.event_damage = PlayerDamage;
545
546                 self.bot_attack = TRUE;
547                 self.monster_attack = TRUE;
548                 
549                 self.spider_slowness = 0;
550
551                 self.statdraintime = time + 5;
552                 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
553
554                 if(self.killcount == -666) {
555                         PlayerScore_Clear(self);
556                         self.killcount = 0;
557                 }
558
559                 CL_SpawnWeaponentity();
560                 self.alpha = default_player_alpha;
561                 self.colormod = '1 1 1' * autocvar_g_player_brightness;
562                 self.exteriorweaponentity.alpha = default_weapon_alpha;
563
564                 self.speedrunning = FALSE;
565
566                 race_PostSpawn(spot);
567
568                 //stuffcmd(self, "chase_active 0");
569                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
570
571                 target_voicescript_clear(self);
572
573                 // reset fields the weapons may use
574                 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
575                 {
576                         weapon_action(j, WR_RESETPLAYER);
577
578                         // all weapons must be fully loaded when we spawn
579                         entity e;
580                         e = get_weaponinfo(j);
581                         if(e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars
582                                 self.(weapon_load[j]) = cvar(strcat("g_balance_", e.netname, "_reload_ammo"));
583                 }
584
585                 oldself = self;
586                 self = spot;
587                         activator = oldself;
588                                 string s;
589                                 s = self.target;
590                                 self.target = string_null;
591                                 SUB_UseTargets();
592                                 self.target = s;
593                         activator = world;
594                 self = oldself;
595
596                 spawn_spot = spot;
597                 MUTATOR_CALLHOOK(PlayerSpawn);
598
599                 if(autocvar_spawn_debug)
600                 {
601                         sprint(self, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));
602                         remove(spot);   // usefull for checking if there are spawnpoints, that let drop through the floor
603                 }
604
605                 self.switchweapon = w_getbestweapon(self);
606                 self.cnt = -1; // W_LastWeapon will not complain
607                 self.weapon = 0;
608                 self.weaponname = "";
609                 self.switchingweapon = 0;
610
611                 if(!warmup_stage)
612                         if(!self.alivetime)
613                                 self.alivetime = time;
614
615                 antilag_clear(self);
616         }
617         else if(IS_OBSERVER(self))
618         {
619                 PutObserverInServer ();
620         }
621 }
622
623 .float ebouncefactor, ebouncestop; // electro's values
624 // TODO do we need all these fields, or should we stop autodetecting runtime
625 // changes and just have a console command to update this?
626 float ClientInit_SendEntity(entity to, float sf)
627 {
628         WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);
629         WriteByte(MSG_ENTITY, g_nexball_meter_period * 32);
630         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[0]));
631         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[1]));
632         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[2]));
633         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[3]));
634         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[0]));
635         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[1]));
636         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[2]));
637         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[3]));
638         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[0]));
639         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[1]));
640         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[2]));
641         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[3]));
642         if(sv_foginterval && world.fog != "")
643                 WriteString(MSG_ENTITY, world.fog);
644         else
645                 WriteString(MSG_ENTITY, "");
646         WriteByte(MSG_ENTITY, self.count * 255.0); // g_balance_armor_blockpercent
647         WriteCoord(MSG_ENTITY, self.bouncefactor); // g_balance_grenadelauncher_bouncefactor
648         WriteCoord(MSG_ENTITY, self.bouncestop); // g_balance_grenadelauncher_bouncestop
649         WriteCoord(MSG_ENTITY, self.ebouncefactor); // g_balance_grenadelauncher_bouncefactor
650         WriteCoord(MSG_ENTITY, self.ebouncestop); // g_balance_grenadelauncher_bouncestop
651         WriteByte(MSG_ENTITY, autocvar_g_balance_nex_secondary); // client has to know if it should zoom or not
652         WriteByte(MSG_ENTITY, autocvar_g_balance_rifle_secondary); // client has to know if it should zoom or not
653         WriteByte(MSG_ENTITY, serverflags); // client has to know if it should zoom or not
654         WriteByte(MSG_ENTITY, autocvar_g_balance_minelayer_limit); // minelayer max mines
655         WriteByte(MSG_ENTITY, autocvar_g_balance_hagar_secondary_load_max); // hagar max loadable rockets
656         WriteCoord(MSG_ENTITY, autocvar_g_trueaim_minrange);
657         WriteByte(MSG_ENTITY, autocvar_g_balance_porto_secondary);
658         return TRUE;
659 }
660
661 void ClientInit_CheckUpdate()
662 {
663         self.nextthink = time;
664         if(self.count != autocvar_g_balance_armor_blockpercent)
665         {
666                 self.count = autocvar_g_balance_armor_blockpercent;
667                 self.SendFlags |= 1;
668         }
669         if(self.bouncefactor != autocvar_g_balance_grenadelauncher_bouncefactor)
670         {
671                 self.bouncefactor = autocvar_g_balance_grenadelauncher_bouncefactor;
672                 self.SendFlags |= 1;
673         }
674         if(self.bouncestop != autocvar_g_balance_grenadelauncher_bouncestop)
675         {
676                 self.bouncestop = autocvar_g_balance_grenadelauncher_bouncestop;
677                 self.SendFlags |= 1;
678         }
679         if(self.ebouncefactor != autocvar_g_balance_electro_secondary_bouncefactor)
680         {
681                 self.ebouncefactor = autocvar_g_balance_electro_secondary_bouncefactor;
682                 self.SendFlags |= 1;
683         }
684         if(self.ebouncestop != autocvar_g_balance_electro_secondary_bouncestop)
685         {
686                 self.ebouncestop = autocvar_g_balance_electro_secondary_bouncestop;
687                 self.SendFlags |= 1;
688         }
689 }
690
691 void ClientInit_Spawn()
692 {
693         entity o;
694         entity e;
695         e = spawn();
696         e.classname = "clientinit";
697         e.think = ClientInit_CheckUpdate;
698         Net_LinkEntity(e, FALSE, 0, ClientInit_SendEntity);
699
700         o = self;
701         self = e;
702         ClientInit_CheckUpdate();
703         self = o;
704 }
705
706 /*
707 =============
708 SetNewParms
709 =============
710 */
711 void SetNewParms (void)
712 {
713         // initialize parms for a new player
714         parm1 = -(86400 * 366);
715 }
716
717 /*
718 =============
719 SetChangeParms
720 =============
721 */
722 void SetChangeParms (void)
723 {
724         // save parms for level change
725         parm1 = self.parm_idlesince - time;
726 }
727
728 /*
729 =============
730 DecodeLevelParms
731 =============
732 */
733 void DecodeLevelParms (void)
734 {
735         // load parms
736         self.parm_idlesince = parm1;
737         if(self.parm_idlesince == -(86400 * 366))
738                 self.parm_idlesince = time;
739
740         // whatever happens, allow 60 seconds of idling directly after connect for map loading
741         self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);
742 }
743
744 /*
745 =============
746 ClientKill
747
748 Called when a client types 'kill' in the console
749 =============
750 */
751
752 .float clientkill_nexttime;
753 void ClientKill_Now_TeamChange()
754 {
755         if(self.killindicator_teamchange == -1)
756         {
757                 JoinBestTeam( self, FALSE, TRUE );
758         }
759         else if(self.killindicator_teamchange == -2)
760         {
761                 if(blockSpectators)
762                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
763                 PutObserverInServer();
764         }
765         else
766                 SV_ChangeTeam(self.killindicator_teamchange - 1);
767         self.killindicator_teamchange = 0;
768 }
769
770 void ClientKill_Now()
771 {
772         if(self.vehicle)
773         {
774             vehicles_exit(VHEF_RELESE);
775             if(!self.killindicator_teamchange)
776             {
777             self.vehicle_health = -1;
778             Damage(self, self, self, 1 , DEATH_KILL, self.origin, '0 0 0');
779             }
780         }
781
782         if(self.killindicator && !wasfreed(self.killindicator))
783                 remove(self.killindicator);
784
785         self.killindicator = world;
786
787         if(self.killindicator_teamchange)
788                 ClientKill_Now_TeamChange();
789
790         if(IS_PLAYER(self))
791                 Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
792
793         // now I am sure the player IS dead
794 }
795 void KillIndicator_Think()
796 {
797         if (gameover)
798         {
799                 self.owner.killindicator = world;
800                 remove(self);
801                 return;
802         }
803
804         if (self.owner.alpha < 0 && !self.owner.vehicle)
805         {
806                 self.owner.killindicator = world;
807                 remove(self);
808                 return;
809         }
810
811         if(self.cnt <= 0)
812         {
813                 self = self.owner;
814                 ClientKill_Now(); // no oldself needed
815                 return;
816         }
817     else if(g_cts && self.health == 1) // health == 1 means that it's silent
818     {
819         self.nextthink = time + 1;
820         self.cnt -= 1;
821     }
822         else
823         {
824                 if(self.cnt <= 10)
825                         setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
826                 if(IS_REAL_CLIENT(self.owner))
827                 {
828                         if(self.cnt <= 10)
829                                 { Send_Notification(NOTIF_ONE, self.owner, MSG_ANNCE, Announcer_PickNumber(CNT_KILL, self.cnt)); }
830                 }
831                 self.nextthink = time + 1;
832                 self.cnt -= 1;
833         }
834 }
835
836 float clientkilltime;
837 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto, -2 = spec
838 {
839         float killtime;
840         float starttime;
841         entity e;
842
843         if (gameover)
844                 return;
845
846         killtime = autocvar_g_balance_kill_delay;
847
848         if(g_race_qualifying || g_cts)
849                 killtime = 0;
850
851     if(g_cts && self.killindicator && self.killindicator.health == 1) // self.killindicator.health == 1 means that the kill indicator was spawned by CTS_ClientKill
852     {
853                 remove(self.killindicator);
854                 self.killindicator = world;
855
856         ClientKill_Now(); // allow instant kill in this case
857         return;
858     }
859
860         self.killindicator_teamchange = targetteam;
861
862     if(!self.killindicator)
863         {
864                 if(self.deadflag == DEAD_NO)
865                 {
866                         killtime = max(killtime, self.clientkill_nexttime - time);
867                         self.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
868                 }
869
870                 if(killtime <= 0 || !IS_PLAYER(self) || self.deadflag != DEAD_NO)
871                 {
872                         ClientKill_Now();
873                 }
874                 else
875                 {
876                         starttime = max(time, clientkilltime);
877
878                         self.killindicator = spawn();
879                         self.killindicator.owner = self;
880                         self.killindicator.scale = 0.5;
881                         setattachment(self.killindicator, self, "");
882                         setorigin(self.killindicator, '0 0 52');
883                         self.killindicator.think = KillIndicator_Think;
884                         self.killindicator.nextthink = starttime + (self.lip) * 0.05;
885                         clientkilltime = max(clientkilltime, self.killindicator.nextthink + 0.05);
886                         self.killindicator.cnt = ceil(killtime);
887                         self.killindicator.count = bound(0, ceil(killtime), 10);
888                         //sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
889
890                         for(e = world; (e = find(e, classname, "body")) != world; )
891                         {
892                                 if(e.enemy != self)
893                                         continue;
894                                 e.killindicator = spawn();
895                                 e.killindicator.owner = e;
896                                 e.killindicator.scale = 0.5;
897                                 setattachment(e.killindicator, e, "");
898                                 setorigin(e.killindicator, '0 0 52');
899                                 e.killindicator.think = KillIndicator_Think;
900                                 e.killindicator.nextthink = starttime + (e.lip) * 0.05;
901                                 clientkilltime = max(clientkilltime, e.killindicator.nextthink + 0.05);
902                                 e.killindicator.cnt = ceil(killtime);
903                         }
904                         self.lip = 0;
905                 }
906         }
907         if(self.killindicator)
908         {
909                 if(targetteam == 0) // just die
910                 {
911                         self.killindicator.colormod = '0 0 0';
912                         if(IS_REAL_CLIENT(self))
913                         if(self.killindicator.cnt > 0)
914                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SUICIDE, self.killindicator.cnt);
915                 }
916                 else if(targetteam == -1) // auto
917                 {
918                         self.killindicator.colormod = '0 1 0';
919                         if(IS_REAL_CLIENT(self))
920                         if(self.killindicator.cnt > 0)
921                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_AUTO, self.killindicator.cnt);
922                 }
923                 else if(targetteam == -2) // spectate
924                 {
925                         self.killindicator.colormod = '0.5 0.5 0.5';
926                         if(IS_REAL_CLIENT(self))
927                         if(self.killindicator.cnt > 0)
928                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SPECTATE, self.killindicator.cnt);
929                 }
930                 else
931                 {
932                         self.killindicator.colormod = Team_ColorRGB(targetteam);
933                         if(IS_REAL_CLIENT(self))
934                         if(self.killindicator.cnt > 0)
935                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, APP_TEAM_NUM_4(targetteam, CENTER_TEAMCHANGE_), self.killindicator.cnt);
936                 }
937         }
938
939 }
940
941 void ClientKill (void)
942 {
943         if(gameover) return;
944         if(self.player_blocked) return;
945         if(self.freezetag_frozen) return;
946
947         ClientKill_TeamChange(0);
948 }
949
950 void CTS_ClientKill (entity e) // silent version of ClientKill, used when player finishes a CTS run. Useful to prevent cheating by running back to the start line and starting out with more speed
951 {
952     e.killindicator = spawn();
953     e.killindicator.owner = e;
954     e.killindicator.think = KillIndicator_Think;
955     e.killindicator.nextthink = time + (e.lip) * 0.05;
956     e.killindicator.cnt = ceil(autocvar_g_cts_finish_kill_delay);
957     e.killindicator.health = 1; // this is used to indicate that it should be silent
958     e.lip = 0;
959 }
960
961 void FixClientCvars(entity e)
962 {
963         // send prediction settings to the client
964         stuffcmd(e, "\nin_bindmap 0 0\n");
965         if(g_race || g_cts)
966                 stuffcmd(e, "cl_cmd settemp cl_movecliptokeyboard 2\n");
967         if(autocvar_g_antilag == 3) // client side hitscan
968                 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
969         if(autocvar_sv_gentle)
970                 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
971         /*
972          * we no longer need to stuff this. Remove this comment block if you feel
973          * 2.3 and higher (or was it 2.2.3?) don't need these any more
974         stuffcmd(e, strcat("cl_gravity ", ftos(autocvar_sv_gravity), "\n"));
975         stuffcmd(e, strcat("cl_movement_accelerate ", ftos(autocvar_sv_accelerate), "\n"));
976         stuffcmd(e, strcat("cl_movement_friction ", ftos(autocvar_sv_friction), "\n"));
977         stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(autocvar_sv_maxspeed), "\n"));
978         stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(autocvar_sv_airaccelerate), "\n"));
979         stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(autocvar_sv_maxairspeed), "\n"));
980         stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(autocvar_sv_stopspeed), "\n"));
981         stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(autocvar_sv_jumpvelocity), "\n"));
982         stuffcmd(e, strcat("cl_movement_stepheight ", ftos(autocvar_sv_stepheight), "\n"));
983         stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(autocvar_sv_friction_on_land), "\n"));
984         stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(autocvar_sv_airaccel_qw), "\n"));
985         stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(autocvar_sv_airaccel_sideways_friction), "\n"));
986         stuffcmd(e, "cl_movement_edgefriction 1\n");
987          */
988 }
989
990 float PlayerInIDList(entity p, string idlist)
991 {
992         float n, i;
993         string s;
994
995         // NOTE: we do NOT check crypto_keyfp here, an unsigned ID is fine too for this
996         if (!p.crypto_idfp)
997                 return 0;
998
999         // this function allows abbreviated player IDs too!
1000         n = tokenize_console(idlist);
1001         for(i = 0; i < n; ++i)
1002         {
1003                 s = argv(i);
1004                 if(s == substring(p.crypto_idfp, 0, strlen(s)))
1005                         return 1;
1006         }
1007
1008         return 0;
1009 }
1010
1011 /*
1012 =============
1013 ClientConnect
1014
1015 Called when a client connects to the server
1016 =============
1017 */
1018 void DecodeLevelParms (void);
1019 //void dom_player_join_team(entity pl);
1020 void set_dom_state(entity e);
1021 void ClientConnect (void)
1022 {
1023         float t;
1024
1025         if(IS_CLIENT(self))
1026         {
1027                 print("Warning: ClientConnect, but already connected!\n");
1028                 return;
1029         }
1030
1031         if(Ban_MaybeEnforceBanOnce(self))
1032                 return;
1033
1034         DecodeLevelParms();
1035
1036 #ifdef WATERMARK
1037         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_WATERMARK, WATERMARK);
1038 #endif
1039
1040         self.classname = "player_joining";
1041
1042         self.flags = FL_CLIENT;
1043         self.version_nagtime = time + 10 + random() * 10;
1044
1045         if(player_count<0)
1046         {
1047                 dprint("BUG player count is lower than zero, this cannot happen!\n");
1048                 player_count = 0;
1049         }
1050
1051         PlayerScore_Attach(self);
1052         ClientData_Attach();
1053         accuracy_init(self);
1054
1055         bot_clientconnect();
1056
1057         playerdemo_init();
1058
1059         anticheat_init();
1060
1061         race_PreSpawnObserver();
1062
1063         // identify the right forced team
1064         if(autocvar_g_campaign)
1065         {
1066                 if(IS_REAL_CLIENT(self)) // only players, not bots
1067                 {
1068                         switch(autocvar_g_campaign_forceteam)
1069                         {
1070                                 case 1: self.team_forced = NUM_TEAM_1; break;
1071                                 case 2: self.team_forced = NUM_TEAM_2; break;
1072                                 case 3: self.team_forced = NUM_TEAM_3; break;
1073                                 case 4: self.team_forced = NUM_TEAM_4; break;
1074                                 default: self.team_forced = 0;
1075                         }
1076                 }
1077         }
1078         else if(PlayerInIDList(self, autocvar_g_forced_team_red))
1079                 self.team_forced = NUM_TEAM_1;
1080         else if(PlayerInIDList(self, autocvar_g_forced_team_blue))
1081                 self.team_forced = NUM_TEAM_2;
1082         else if(PlayerInIDList(self, autocvar_g_forced_team_yellow))
1083                 self.team_forced = NUM_TEAM_3;
1084         else if(PlayerInIDList(self, autocvar_g_forced_team_pink))
1085                 self.team_forced = NUM_TEAM_4;
1086         else if(autocvar_g_forced_team_otherwise == "red")
1087                 self.team_forced = NUM_TEAM_1;
1088         else if(autocvar_g_forced_team_otherwise == "blue")
1089                 self.team_forced = NUM_TEAM_2;
1090         else if(autocvar_g_forced_team_otherwise == "yellow")
1091                 self.team_forced = NUM_TEAM_3;
1092         else if(autocvar_g_forced_team_otherwise == "pink")
1093                 self.team_forced = NUM_TEAM_4;
1094         else if(autocvar_g_forced_team_otherwise == "spectate")
1095                 self.team_forced = -1;
1096         else if(autocvar_g_forced_team_otherwise == "spectator")
1097                 self.team_forced = -1;
1098         else
1099                 self.team_forced = 0;
1100
1101         if(!teamplay)
1102                 if(self.team_forced > 0)
1103                         self.team_forced = 0;
1104
1105         JoinBestTeam(self, FALSE, FALSE); // if the team number is valid, keep it
1106
1107         if((autocvar_sv_spectate == 1) || autocvar_g_campaign || self.team_forced < 0) {
1108                 self.classname = "observer";
1109         } else {
1110                 if(teamplay)
1111                 {
1112                         if(autocvar_g_balance_teams)
1113                         {
1114                                 self.classname = "player";
1115                                 campaign_bots_may_start = 1;
1116                         }
1117                         else
1118                         {
1119                                 self.classname = "observer"; // do it anyway
1120                         }
1121                 }
1122                 else
1123                 {
1124                         self.classname = "player";
1125                         campaign_bots_may_start = 1;
1126                 }
1127         }
1128
1129         self.playerid = (playerid_last = playerid_last + 1);
1130
1131         PlayerStats_AddEvent(sprintf("kills-%d", self.playerid));
1132
1133     if(IS_BOT_CLIENT(self))
1134         PlayerStats_AddPlayer(self);
1135
1136         if(autocvar_sv_eventlog)
1137                 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", ((IS_REAL_CLIENT(self)) ? self.netaddress : "bot"), ":", self.netname));
1138
1139         LogTeamchange(self.playerid, self.team, 1);
1140
1141         self.just_joined = TRUE;  // stop spamming the eventlog with additional lines when the client connects
1142
1143         self.netname_previous = strzone(self.netname);
1144
1145         if(IS_PLAYER(self) && teamplay)
1146                 Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_ENT_4(self, INFO_JOIN_CONNECT_TEAM_), self.netname);
1147         else
1148                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_JOIN_CONNECT, self.netname);
1149
1150         stuffcmd(self, strcat(clientstuff, "\n"));
1151         stuffcmd(self, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1152
1153         FixClientCvars(self);
1154
1155         // spawnfunc_waypoint sprites
1156         WaypointSprite_InitClient(self);
1157
1158         // Wazat's grappling hook
1159         SetGrappleHookBindings();
1160
1161         // get version info from player
1162         stuffcmd(self, "cmd clientversion $gameversion\n");
1163
1164         // get other cvars from player
1165         GetCvars(0);
1166
1167         // notify about available teams
1168         if(teamplay)
1169         {
1170                 CheckAllowedTeams(self);
1171                 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1172                 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1173         }
1174         else
1175                 stuffcmd(self, "set _teams_available 0\n");
1176
1177         attach_entcs();
1178
1179         bot_relinkplayerlist();
1180
1181         self.spectatortime = time;
1182         if(blockSpectators)
1183         {
1184                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1185         }
1186
1187         self.jointime = time;
1188         self.allowed_timeouts = autocvar_sv_timeout_number;
1189
1190         if(IS_REAL_CLIENT(self))
1191         {
1192                 if(!autocvar_g_campaign)
1193                 {
1194                         self.motd_actived_time = -1;
1195                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
1196                 }
1197
1198                 if(autocvar_g_bugrigs || (g_weaponarena_weapons == WEPSET_TUBA))
1199                         stuffcmd(self, "cl_cmd settemp chase_active 1\n");
1200         }
1201
1202         if(!sv_foginterval && world.fog != "")
1203                 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1204
1205         if(autocvar_g_hitplots || strstrofs(strcat(" ", autocvar_g_hitplots_individuals, " "), strcat(" ", self.netaddress, " "), 0) >= 0)
1206         {
1207                 self.hitplotfh = fopen(strcat("hits-", matchid, "-", self.netaddress, "-", ftos(self.playerid), ".plot"), FILE_WRITE);
1208                 fputs(self.hitplotfh, strcat("#name ", self.netname, "\n"));
1209         }
1210         else
1211                 self.hitplotfh = -1;
1212
1213         if(g_race || g_cts) {
1214                 string rr;
1215                 if(g_cts)
1216                         rr = CTS_RECORD;
1217                 else
1218                         rr = RACE_RECORD;
1219
1220                 msg_entity = self;
1221                 race_send_recordtime(MSG_ONE);
1222                 race_send_speedaward(MSG_ONE);
1223
1224                 speedaward_alltimebest = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed")));
1225                 speedaward_alltimebest_holder = uid2name(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/crypto_idfp")));
1226                 race_send_speedaward_alltimebest(MSG_ONE);
1227
1228                 float i;
1229                 for (i = 1; i <= RANKINGS_CNT; ++i) {
1230                         race_SendRankings(i, 0, 0, MSG_ONE);
1231                 }
1232         }
1233         else if(autocvar_sv_teamnagger && !(autocvar_bot_vs_human && (c3==-1 && c4==-1)) && !g_ca) // teamnagger is currently bad for ca
1234                 send_CSQC_teamnagger();
1235
1236         CheatInitClient();
1237
1238         CSQCMODEL_AUTOINIT();
1239
1240         self.model_randomizer = random();
1241
1242         if(IS_REAL_CLIENT(self))
1243                 sv_notice_join();
1244
1245         MUTATOR_CALLHOOK(ClientConnect);
1246 }
1247 /*
1248 =============
1249 ClientDisconnect
1250
1251 Called when a client disconnects from the server
1252 =============
1253 */
1254 .entity chatbubbleentity;
1255 void ReadyCount();
1256 void ClientDisconnect (void)
1257 {
1258         if(self.vehicle)
1259             vehicles_exit(VHEF_RELESE);
1260
1261         if (!IS_CLIENT(self))
1262         {
1263                 print("Warning: ClientDisconnect without ClientConnect\n");
1264                 return;
1265         }
1266
1267         PlayerStats_AddGlobalInfo(self);
1268
1269         CheatShutdownClient();
1270
1271         if(self.hitplotfh >= 0)
1272         {
1273                 fclose(self.hitplotfh);
1274                 self.hitplotfh = -1;
1275         }
1276
1277         anticheat_report();
1278         anticheat_shutdown();
1279
1280         playerdemo_shutdown();
1281
1282         bot_clientdisconnect();
1283
1284         if(self.entcs)
1285                 detach_entcs();
1286
1287         if(autocvar_sv_eventlog)
1288                 GameLogEcho(strcat(":part:", ftos(self.playerid)));
1289
1290         Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_DISCONNECT, self.netname);
1291
1292         MUTATOR_CALLHOOK(ClientDisconnect);
1293
1294         Portal_ClearAll(self);
1295
1296         RemoveGrapplingHook(self);
1297
1298         // Here, everything has been done that requires this player to be a client.
1299
1300         self.flags &= ~FL_CLIENT;
1301
1302         if (self.chatbubbleentity)
1303                 remove (self.chatbubbleentity);
1304
1305         if (self.killindicator)
1306                 remove (self.killindicator);
1307
1308         WaypointSprite_PlayerGone();
1309
1310         bot_relinkplayerlist();
1311
1312         accuracy_free(self);
1313         ClientData_Detach();
1314         PlayerScore_Detach(self);
1315
1316         if(self.netname_previous)
1317                 strunzone(self.netname_previous);
1318         if(self.clientstatus)
1319                 strunzone(self.clientstatus);
1320         if(self.weaponorder_byimpulse)
1321                 strunzone(self.weaponorder_byimpulse);
1322
1323         ClearPlayerSounds();
1324
1325         if(self.personal)
1326                 remove(self.personal);
1327
1328         self.playerid = 0;
1329         ReadyCount();
1330
1331         // free cvars
1332         GetCvars(-1);
1333 }
1334
1335 .float BUTTON_CHAT;
1336 void ChatBubbleThink()
1337 {
1338         self.nextthink = time;
1339         if ((self.owner.alpha < 0) || self.owner.chatbubbleentity != self)
1340         {
1341                 if(self.owner) // but why can that ever be world?
1342                         self.owner.chatbubbleentity = world;
1343                 remove(self);
1344                 return;
1345         }
1346         if ((self.owner.BUTTON_CHAT && !self.owner.deadflag)
1347 #ifdef TETRIS
1348                 || self.owner.tetris_on
1349 #endif
1350         )
1351                 self.model = self.mdl;
1352         else
1353                 self.model = "";
1354 }
1355
1356 void UpdateChatBubble()
1357 {
1358         if (self.alpha < 0)
1359                 return;
1360         // spawn a chatbubble entity if needed
1361         if (!self.chatbubbleentity)
1362         {
1363                 self.chatbubbleentity = spawn();
1364                 self.chatbubbleentity.owner = self;
1365                 self.chatbubbleentity.exteriormodeltoclient = self;
1366                 self.chatbubbleentity.think = ChatBubbleThink;
1367                 self.chatbubbleentity.nextthink = time;
1368                 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1369                 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1370                 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1371                 setattachment(self.chatbubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
1372                 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1373                 self.chatbubbleentity.model = "";
1374                 self.chatbubbleentity.effects = EF_LOWPRECISION;
1375         }
1376 }
1377
1378
1379 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1380 // added to the model skins
1381 /*void UpdateColorModHack()
1382 {
1383         float c;
1384         c = self.clientcolors & 15;
1385         // LordHavoc: only bothering to support white, green, red, yellow, blue
1386              if (!teamplay) self.colormod = '0 0 0';
1387         else if (c ==  0) self.colormod = '1.00 1.00 1.00';
1388         else if (c ==  3) self.colormod = '0.10 1.73 0.10';
1389         else if (c ==  4) self.colormod = '1.73 0.10 0.10';
1390         else if (c == 12) self.colormod = '1.22 1.22 0.10';
1391         else if (c == 13) self.colormod = '0.10 0.10 1.73';
1392         else self.colormod = '1 1 1';
1393 }*/
1394
1395 void respawn(void)
1396 {
1397         if(self.alpha >= 0 && autocvar_g_respawn_ghosts)
1398         {
1399                 self.solid = SOLID_NOT;
1400                 self.takedamage = DAMAGE_NO;
1401                 self.movetype = MOVETYPE_FLY;
1402                 self.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1403                 self.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1404                 self.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1405                 pointparticles(particleeffectnum("respawn_ghost"), self.origin, '0 0 0', 1);
1406                 if(autocvar_g_respawn_ghosts_maxtime)
1407                         SUB_SetFade (self, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1408         }
1409
1410         CopyBody(1);
1411
1412         self.effects |= EF_NODRAW; // prevent another CopyBody
1413         PutClientInServer();
1414 }
1415
1416 void play_countdown(float finished, string samp)
1417 {
1418         if(IS_REAL_CLIENT(self))
1419                 if(floor(finished - time - frametime) != floor(finished - time))
1420                         if(finished - time < 6)
1421                                 sound (self, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1422 }
1423
1424 void player_powerups (void)
1425 {
1426         // add a way to see what the items were BEFORE all of these checks for the mutator hook
1427         olditems = self.items;
1428
1429         if((self.items & IT_USING_JETPACK) && !self.deadflag)
1430                 self.modelflags |= MF_ROCKET;
1431         else
1432                 self.modelflags &= ~MF_ROCKET;
1433
1434         self.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1435
1436         if((self.alpha < 0 || self.deadflag) && !self.vehicle) // don't apply the flags if the player is gibbed
1437                 return;
1438
1439         Fire_ApplyDamage(self);
1440         Fire_ApplyEffect(self);
1441
1442         if (!g_minstagib)
1443         {
1444                 if (self.items & IT_STRENGTH)
1445                 {
1446                         play_countdown(self.strength_finished, "misc/poweroff.wav");
1447                         self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1448                         if (time > self.strength_finished)
1449                         {
1450                                 self.items = self.items - (self.items & IT_STRENGTH);
1451                                 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_STRENGTH, self.netname);
1452                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1453                         }
1454                 }
1455                 else
1456                 {
1457                         if (time < self.strength_finished)
1458                         {
1459                                 self.items = self.items | IT_STRENGTH;
1460                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_STRENGTH, self.netname);
1461                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1462                         }
1463                 }
1464                 if (self.items & IT_INVINCIBLE)
1465                 {
1466                         play_countdown(self.invincible_finished, "misc/poweroff.wav");
1467                         self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1468                         if (time > self.invincible_finished)
1469                         {
1470                                 self.items = self.items - (self.items & IT_INVINCIBLE);
1471                                 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_SHIELD, self.netname);
1472                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1473                         }
1474                 }
1475                 else
1476                 {
1477                         if (time < self.invincible_finished)
1478                         {
1479                                 self.items = self.items | IT_INVINCIBLE;
1480                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_SHIELD, self.netname);
1481                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_SHIELD);
1482                         }
1483                 }
1484                 if (self.items & IT_SUPERWEAPON)
1485                 {
1486                         if (!(self.weapons & WEPSET_SUPERWEAPONS))
1487                         {
1488                                 self.superweapons_finished = 0;
1489                                 self.items = self.items - (self.items & IT_SUPERWEAPON);
1490                                 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_LOST, self.netname);
1491                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1492                         }
1493                         else if (self.items & IT_UNLIMITED_SUPERWEAPONS)
1494                         {
1495                                 // don't let them run out
1496                         }
1497                         else
1498                         {
1499                                 play_countdown(self.superweapons_finished, "misc/poweroff.wav");
1500                                 if (time > self.superweapons_finished)
1501                                 {
1502                                         self.items = self.items - (self.items & IT_SUPERWEAPON);
1503                                         self.weapons &= ~WEPSET_SUPERWEAPONS;
1504                                         //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_BROKEN, self.netname);
1505                                         Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1506                                 }
1507                         }
1508                 }
1509                 else if(self.weapons & WEPSET_SUPERWEAPONS)
1510                 {
1511                         if (time < self.superweapons_finished || (self.items & IT_UNLIMITED_SUPERWEAPONS))
1512                         {
1513                                 self.items = self.items | IT_SUPERWEAPON;
1514                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_PICKUP, self.netname);
1515                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1516                         }
1517                         else
1518                         {
1519                                 self.superweapons_finished = 0;
1520                                 self.weapons &= ~WEPSET_SUPERWEAPONS;
1521                         }
1522                 }
1523                 else
1524                 {
1525                         self.superweapons_finished = 0;
1526                 }
1527         }
1528
1529         if(autocvar_g_nodepthtestplayers)
1530                 self.effects = self.effects | EF_NODEPTHTEST;
1531
1532         if(autocvar_g_fullbrightplayers)
1533                 self.effects = self.effects | EF_FULLBRIGHT;
1534
1535         if (time >= game_starttime)
1536         if (time < self.spawnshieldtime)
1537                 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1538
1539         MUTATOR_CALLHOOK(PlayerPowerups);
1540 }
1541
1542 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1543 {
1544         if(current > stable)
1545                 return current;
1546         else if(current > stable - 0.25) // when close enough, "snap"
1547                 return stable;
1548         else
1549                 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1550 }
1551
1552 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1553 {
1554         if(current < stable)
1555                 return current;
1556         else if(current < stable + 0.25) // when close enough, "snap"
1557                 return stable;
1558         else
1559                 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1560 }
1561
1562 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1563 {
1564         if(current > rotstable)
1565         {
1566                 if(rotframetime > 0)
1567                 {
1568                         current = CalcRot(current, rotstable, rotfactor, rotframetime);
1569                         current = max(rotstable, current - rotlinear * rotframetime);
1570                 }
1571         }
1572         else if(current < regenstable)
1573         {
1574                 if(regenframetime > 0)
1575                 {
1576                         current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1577                         current = min(regenstable, current + regenlinear * regenframetime);
1578                 }
1579         }
1580
1581         if(current > limit)
1582                 current = limit;
1583
1584         return current;
1585 }
1586
1587 void player_regen (void)
1588 {
1589         if(!MUTATOR_CALLHOOK(PlayerRegen))
1590         {
1591                 float minh, mina, maxh, maxa, limith, limita, max_mod, regen_mod, rot_mod, limit_mod;
1592                 maxh = autocvar_g_balance_health_rotstable;
1593                 maxa = autocvar_g_balance_armor_rotstable;
1594                 minh = autocvar_g_balance_health_regenstable;
1595                 mina = autocvar_g_balance_armor_regenstable;
1596                 limith = autocvar_g_balance_health_limit;
1597                 limita = autocvar_g_balance_armor_limit;
1598
1599                 max_mod = regen_mod = rot_mod = limit_mod = 1;
1600
1601                 maxh = maxh * max_mod;
1602                 minh = minh * max_mod;
1603                 limith = limith * limit_mod;
1604                 limita = limita * limit_mod;
1605
1606                 self.armorvalue = CalcRotRegen(self.armorvalue, mina, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear, regen_mod * frametime * (time > self.pauseregen_finished), maxa, autocvar_g_balance_armor_rot, autocvar_g_balance_armor_rotlinear, rot_mod * frametime * (time > self.pauserotarmor_finished), limita);
1607                 self.health = CalcRotRegen(self.health, minh, autocvar_g_balance_health_regen, autocvar_g_balance_health_regenlinear, regen_mod * frametime * (time > self.pauseregen_finished), maxh, autocvar_g_balance_health_rot, autocvar_g_balance_health_rotlinear, rot_mod * frametime * (time > self.pauserothealth_finished), limith);
1608         }
1609
1610         // if player rotted to death...  die!
1611         // check this outside above checks, as player may still be able to rot to death
1612         if(self.health < 1)
1613                 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
1614
1615         if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
1616         {
1617                 float minf, maxf, limitf;
1618
1619                 maxf = autocvar_g_balance_fuel_rotstable;
1620                 minf = autocvar_g_balance_fuel_regenstable;
1621                 limitf = autocvar_g_balance_fuel_limit;
1622
1623                 self.ammo_fuel = CalcRotRegen(self.ammo_fuel, minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear, frametime * (time > self.pauseregen_finished) * ((self.items & IT_FUEL_REGEN) != 0), maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, frametime * (time > self.pauserotfuel_finished), limitf);
1624         }
1625 }
1626
1627 float zoomstate_set;
1628 void SetZoomState(float z)
1629 {
1630         if(z != self.zoomstate)
1631         {
1632                 self.zoomstate = z;
1633                 ClientData_Touch(self);
1634         }
1635         zoomstate_set = 1;
1636 }
1637
1638 void GetPressedKeys(void) {
1639         MUTATOR_CALLHOOK(GetPressedKeys);
1640         if (self.movement_x > 0) // get if movement keys are pressed
1641         {       // forward key pressed
1642                 self.pressedkeys |= KEY_FORWARD;
1643                 self.pressedkeys &= ~KEY_BACKWARD;
1644         }
1645         else if (self.movement_x < 0)
1646         {       // backward key pressed
1647                 self.pressedkeys |= KEY_BACKWARD;
1648                 self.pressedkeys &= ~KEY_FORWARD;
1649         }
1650         else
1651         {       // no x input
1652                 self.pressedkeys &= ~KEY_FORWARD;
1653                 self.pressedkeys &= ~KEY_BACKWARD;
1654         }
1655
1656         if (self.movement_y > 0)
1657         {       // right key pressed
1658                 self.pressedkeys |= KEY_RIGHT;
1659                 self.pressedkeys &= ~KEY_LEFT;
1660         }
1661         else if (self.movement_y < 0)
1662         {       // left key pressed
1663                 self.pressedkeys |= KEY_LEFT;
1664                 self.pressedkeys &= ~KEY_RIGHT;
1665         }
1666         else
1667         {       // no y input
1668                 self.pressedkeys &= ~KEY_RIGHT;
1669                 self.pressedkeys &= ~KEY_LEFT;
1670         }
1671
1672         if (self.BUTTON_JUMP) // get if jump and crouch keys are pressed
1673                 self.pressedkeys |= KEY_JUMP;
1674         else
1675                 self.pressedkeys &= ~KEY_JUMP;
1676         if (self.BUTTON_CROUCH)
1677                 self.pressedkeys |= KEY_CROUCH;
1678         else
1679                 self.pressedkeys &= ~KEY_CROUCH;
1680
1681         if (self.BUTTON_ATCK)
1682                 self.pressedkeys |= KEY_ATCK;
1683         else
1684                 self.pressedkeys &= ~KEY_ATCK;
1685         if (self.BUTTON_ATCK2)
1686                 self.pressedkeys |= KEY_ATCK2;
1687         else
1688                 self.pressedkeys &= ~KEY_ATCK2;
1689 }
1690
1691 /*
1692 ======================
1693 spectate mode routines
1694 ======================
1695 */
1696
1697 void SpectateCopy(entity spectatee) {
1698         other = spectatee;
1699         MUTATOR_CALLHOOK(SpectateCopy);
1700         self.armortype = spectatee.armortype;
1701         self.armorvalue = spectatee.armorvalue;
1702         self.ammo_cells = spectatee.ammo_cells;
1703         self.ammo_shells = spectatee.ammo_shells;
1704         self.ammo_nails = spectatee.ammo_nails;
1705         self.ammo_rockets = spectatee.ammo_rockets;
1706         self.ammo_fuel = spectatee.ammo_fuel;
1707         self.clip_load = spectatee.clip_load;
1708         self.clip_size = spectatee.clip_size;
1709         self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1710         self.health = spectatee.health;
1711         self.impulse = 0;
1712         self.items = spectatee.items;
1713         self.last_pickup = spectatee.last_pickup;
1714         self.hit_time = spectatee.hit_time;
1715         self.metertime = spectatee.metertime;
1716         self.strength_finished = spectatee.strength_finished;
1717         self.invincible_finished = spectatee.invincible_finished;
1718         self.pressedkeys = spectatee.pressedkeys;
1719         self.weapons = spectatee.weapons;
1720         self.switchweapon = spectatee.switchweapon;
1721         self.switchingweapon = spectatee.switchingweapon;
1722         self.weapon = spectatee.weapon;
1723         self.nex_charge = spectatee.nex_charge;
1724         self.nex_chargepool_ammo = spectatee.nex_chargepool_ammo;
1725         self.hagar_load = spectatee.hagar_load;
1726         self.minelayer_mines = spectatee.minelayer_mines;
1727         self.punchangle = spectatee.punchangle;
1728         self.view_ofs = spectatee.view_ofs;
1729         self.velocity = spectatee.velocity;
1730         self.dmg_take = spectatee.dmg_take;
1731         self.dmg_save = spectatee.dmg_save;
1732         self.dmg_inflictor = spectatee.dmg_inflictor;
1733         self.v_angle = spectatee.v_angle;
1734         self.angles = spectatee.v_angle;
1735         if(!self.BUTTON_USE)
1736                 self.fixangle = TRUE;
1737         setorigin(self, spectatee.origin);
1738         setsize(self, spectatee.mins, spectatee.maxs);
1739         SetZoomState(spectatee.zoomstate);
1740
1741     anticheat_spectatecopy(spectatee);
1742         self.hud = spectatee.hud;
1743         if(spectatee.vehicle)
1744     {
1745         self.fixangle = FALSE;
1746         //self.velocity = spectatee.vehicle.velocity;
1747         self.vehicle_health = spectatee.vehicle_health;
1748         self.vehicle_shield = spectatee.vehicle_shield;
1749         self.vehicle_energy = spectatee.vehicle_energy;
1750         self.vehicle_ammo1 = spectatee.vehicle_ammo1;
1751         self.vehicle_ammo2 = spectatee.vehicle_ammo2;
1752         self.vehicle_reload1 = spectatee.vehicle_reload1;
1753         self.vehicle_reload2 = spectatee.vehicle_reload2;
1754
1755         msg_entity = self;
1756
1757         WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1758             WriteAngle(MSG_ONE,  spectatee.v_angle_x);
1759             WriteAngle(MSG_ONE,  spectatee.v_angle_y);
1760             WriteAngle(MSG_ONE,  spectatee.v_angle_z);
1761
1762         //WriteByte (MSG_ONE, SVC_SETVIEW);
1763         //    WriteEntity(MSG_ONE, self);
1764         //makevectors(spectatee.v_angle);
1765         //setorigin(self, spectatee.origin - v_forward * 400 + v_up * 300);*/
1766     }
1767 }
1768
1769 float SpectateUpdate() {
1770         if(!self.enemy)
1771             return 0;
1772
1773         if (self == self.enemy)
1774                 return 0;
1775
1776         if (!IS_PLAYER(self.enemy))
1777                 return 0;
1778
1779         SpectateCopy(self.enemy);
1780
1781         return 1;
1782 }
1783
1784
1785 float SpectateSet()
1786 {
1787         if(self.enemy.classname != "player")
1788                 return FALSE;
1789         /*if(self.enemy.vehicle)
1790         {
1791
1792                 msg_entity = self;
1793                 WriteByte(MSG_ONE, SVC_SETVIEW);
1794                 WriteEntity(MSG_ONE, self.enemy);
1795                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1796
1797                 self.movetype = MOVETYPE_NONE;
1798                 accuracy_resend(self);
1799         }
1800         else
1801         {*/
1802                 msg_entity = self;
1803                 WriteByte(MSG_ONE, SVC_SETVIEW);
1804                 WriteEntity(MSG_ONE, self.enemy);
1805                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1806                 self.movetype = MOVETYPE_NONE;
1807                 accuracy_resend(self);
1808
1809                 if(!SpectateUpdate())
1810                         PutObserverInServer();
1811         //}
1812         return TRUE;
1813 }
1814
1815 float Spectate(entity pl)
1816 {
1817         if(g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer)
1818         if(pl.team != self.team)
1819                 return 0;
1820
1821         self.enemy = pl;
1822         return SpectateSet();
1823 }
1824
1825 // Returns next available player to spectate if g_ca_spectate_enemies == 0
1826 entity CA_SpectateNext(entity start) {
1827         if (start.team == self.team) {
1828                 return start;
1829         }
1830
1831         other = start;
1832         // continue from current player
1833         while(other && other.team != self.team) {
1834                 other = find(other, classname, "player");
1835         }
1836
1837         if (!other) {
1838                 // restart from begining
1839                 other = find(other, classname, "player");
1840                 while(other && other.team != self.team) {
1841                         other = find(other, classname, "player");
1842                 }
1843         }
1844
1845         return other;
1846 }
1847
1848 float SpectateNext()
1849 {
1850         other = find(self.enemy, classname, "player");
1851
1852         if (g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer) {
1853                 // CA and ca players when spectating enemies is forbidden
1854                 other = CA_SpectateNext(other);
1855         } else {
1856                 // other modes and ca spectators or spectating enemies is allowed
1857                 if (!other)
1858                         other = find(other, classname, "player");
1859         }
1860
1861         if (other)
1862                 self.enemy = other;
1863
1864         return SpectateSet();
1865 }
1866
1867 float SpectatePrev()
1868 {
1869         // NOTE: chain order is from the highest to the lower entnum (unlike find)
1870         other = findchain(classname, "player");
1871         if (!other) // no player
1872                 return FALSE;
1873
1874         entity first = other;
1875         // skip players until current spectated player
1876         if(self.enemy)
1877         while(other && other != self.enemy)
1878                 other = other.chain;
1879
1880         if (g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer)
1881         {
1882                 do { other = other.chain; }
1883                 while(other && other.team != self.team);
1884
1885                 if (!other)
1886                 {
1887                         other = first;
1888                         while(other.team != self.team)
1889                                 other = other.chain;
1890                         if(other == self.enemy)
1891                                 return TRUE;
1892                 }
1893         }
1894         else
1895         {
1896                 if(other.chain)
1897                         other = other.chain;
1898                 else
1899                         other = first;
1900         }
1901         self.enemy = other;
1902         return SpectateSet();
1903 }
1904
1905 /*
1906 =============
1907 ShowRespawnCountdown()
1908
1909 Update a respawn countdown display.
1910 =============
1911 */
1912 void ShowRespawnCountdown()
1913 {
1914         float number;
1915         if(self.deadflag == DEAD_NO) // just respawned?
1916                 return;
1917         else
1918         {
1919                 number = ceil(self.respawn_time - time);
1920                 if(number <= 0)
1921                         return;
1922                 if(number <= self.respawn_countdown)
1923                 {
1924                         self.respawn_countdown = number - 1;
1925                         if(ceil(self.respawn_time - (time + 0.5)) == number) // only say it if it is the same number even in 0.5s; to prevent overlapping sounds
1926                                 { Send_Notification(NOTIF_ONE, self, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1927                 }
1928         }
1929 }
1930
1931 void LeaveSpectatorMode()
1932 {
1933         if(self.caplayer)
1934                 return;
1935         if(nJoinAllowed(self))
1936         {
1937                 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || (self.wasplayer && autocvar_g_changeteam_banned) || self.team_forced > 0)
1938                 {
1939                         self.classname = "player";
1940
1941                         if(autocvar_g_campaign || autocvar_g_balance_teams)
1942                                 { JoinBestTeam(self, FALSE, TRUE); }
1943
1944                         if(autocvar_g_campaign)
1945                                 { campaign_bots_may_start = 1; }
1946
1947                         Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_PREVENT_JOIN);
1948
1949                         PutClientInServer();
1950
1951                         if(IS_PLAYER(self)) { Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_JOIN_PLAY, self.netname); }
1952                 }
1953                 else
1954                         stuffcmd(self, "menu_showteamselect\n");
1955         }
1956         else
1957         {
1958                 // Player may not join because g_maxplayers is set
1959                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_JOIN_PREVENT);
1960         }
1961 }
1962
1963 /**
1964  * Determines whether the player is allowed to join. This depends on cvar
1965  * g_maxplayers, if it isn't used this function always return TRUE, otherwise
1966  * it checks whether the number of currently playing players exceeds g_maxplayers.
1967  * @return int number of free slots for players, 0 if none
1968  */
1969 float nJoinAllowed(entity ignore) {
1970         if(!ignore)
1971         // this is called that way when checking if anyone may be able to join (to build qcstatus)
1972         // so report 0 free slots if restricted
1973         {
1974                 if(autocvar_g_forced_team_otherwise == "spectate")
1975                         return 0;
1976                 if(autocvar_g_forced_team_otherwise == "spectator")
1977                         return 0;
1978         }
1979
1980         if(self.team_forced < 0)
1981                 return 0; // forced spectators can never join
1982
1983         // TODO simplify this
1984         entity e;
1985         float totalClients = 0;
1986         FOR_EACH_CLIENT(e)
1987                 if(e != ignore)
1988                         totalClients += 1;
1989
1990         if (!autocvar_g_maxplayers)
1991                 return maxclients - totalClients;
1992
1993         float currentlyPlaying = 0;
1994         FOR_EACH_REALCLIENT(e)
1995                 if(IS_PLAYER(e) || e.caplayer)
1996                         currentlyPlaying += 1;
1997
1998         if(currentlyPlaying < autocvar_g_maxplayers)
1999                 return min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
2000
2001         return 0;
2002 }
2003
2004 /**
2005  * Checks whether the client is an observer or spectator, if so, he will get kicked after
2006  * g_maxplayers_spectator_blocktime seconds
2007  */
2008 void checkSpectatorBlock() {
2009         if(IS_SPEC(self) || IS_OBSERVER(self))
2010         if(!self.caplayer)
2011         if(IS_REAL_CLIENT(self))
2012         {
2013                 if( time > (self.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2014                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2015                         dropclient(self);
2016                 }
2017         }
2018 }
2019
2020 void PrintWelcomeMessage()
2021 {
2022         if(self.motd_actived_time == 0)
2023         {
2024                 if (autocvar_g_campaign) {
2025                         if ((IS_PLAYER(self) && self.BUTTON_INFO) || (!IS_PLAYER(self))) {
2026                                 self.motd_actived_time = time;
2027                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, campaign_message);
2028                         }
2029                 } else {
2030                         if (self.BUTTON_INFO) {
2031                                 self.motd_actived_time = time;
2032                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
2033                         }
2034                 }
2035         }
2036         else if(self.motd_actived_time > 0) // showing MOTD or campaign message
2037         {
2038                 if (autocvar_g_campaign) {
2039                         if (self.BUTTON_INFO)
2040                                 self.motd_actived_time = time;
2041                         else if ((time - self.motd_actived_time > 2) && IS_PLAYER(self)) { // hide it some seconds after BUTTON_INFO has been released
2042                                 self.motd_actived_time = 0;
2043                                 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2044                         }
2045                 } else {
2046                         if (self.BUTTON_INFO)
2047                                 self.motd_actived_time = time;
2048                         else if (time - self.motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2049                                 self.motd_actived_time = 0;
2050                                 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2051                         }
2052                 }
2053         }
2054         else //if(self.motd_actived_time < 0) // just connected, motd is active
2055         {
2056                 if(self.BUTTON_INFO) // BUTTON_INFO hides initial MOTD
2057                         self.motd_actived_time = -2; // wait until BUTTON_INFO gets released
2058                 else if(self.motd_actived_time == -2 || IS_PLAYER(self))
2059                 {
2060                         // instanctly hide MOTD
2061                         self.motd_actived_time = 0;
2062                         Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2063                 }
2064         }
2065 }
2066
2067 void ObserverThink()
2068 {
2069         float prefered_movetype;
2070         if (self.flags & FL_JUMPRELEASED) {
2071                 if (self.BUTTON_JUMP && !self.version_mismatch) {
2072                         self.flags &= ~FL_JUMPRELEASED;
2073                         self.flags |= FL_SPAWNING;
2074                 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
2075                         self.flags &= ~FL_JUMPRELEASED;
2076                         if(SpectateNext()) {
2077                                 self.classname = "spectator";
2078                         }
2079                 } else {
2080                         prefered_movetype = ((!self.BUTTON_USE ? self.cvar_cl_clippedspectating : !self.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2081                         if (self.movetype != prefered_movetype)
2082                                 self.movetype = prefered_movetype;
2083                 }
2084         } else {
2085                 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
2086                         self.flags |= FL_JUMPRELEASED;
2087                         if(self.flags & FL_SPAWNING)
2088                         {
2089                                 self.flags &= ~FL_SPAWNING;
2090                                 LeaveSpectatorMode();
2091                                 return;
2092                         }
2093                 }
2094         }
2095 }
2096
2097 void SpectatorThink()
2098 {
2099         if (self.flags & FL_JUMPRELEASED) {
2100                 if (self.BUTTON_JUMP && !self.version_mismatch) {
2101                         self.flags &= ~FL_JUMPRELEASED;
2102                         self.flags |= FL_SPAWNING;
2103                 } else if(self.BUTTON_ATCK || self.impulse == 10 || self.impulse == 15 || self.impulse == 18 || (self.impulse >= 200 && self.impulse <= 209)) {
2104                         self.flags &= ~FL_JUMPRELEASED;
2105                         if(SpectateNext()) {
2106                                 self.classname = "spectator";
2107                         } else {
2108                                 self.classname = "observer";
2109                                 PutClientInServer();
2110                         }
2111                         self.impulse = 0;
2112                 } else if(self.impulse == 12 || self.impulse == 16  || self.impulse == 19 || (self.impulse >= 220 && self.impulse <= 229)) {
2113                         self.flags &= ~FL_JUMPRELEASED;
2114                         if(SpectatePrev()) {
2115                                 self.classname = "spectator";
2116                         } else {
2117                                 self.classname = "observer";
2118                                 PutClientInServer();
2119                         }
2120                         self.impulse = 0;
2121                 } else if (self.BUTTON_ATCK2) {
2122                         self.flags &= ~FL_JUMPRELEASED;
2123                         self.classname = "observer";
2124                         PutClientInServer();
2125                 } else {
2126                         if(!SpectateUpdate())
2127                                 PutObserverInServer();
2128                 }
2129         } else {
2130                 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
2131                         self.flags |= FL_JUMPRELEASED;
2132                         if(self.flags & FL_SPAWNING)
2133                         {
2134                                 self.flags &= ~FL_SPAWNING;
2135                                 LeaveSpectatorMode();
2136                                 return;
2137                         }
2138                 }
2139                 if(!SpectateUpdate())
2140                         PutObserverInServer();
2141         }
2142
2143         self.flags |= FL_CLIENT | FL_NOTARGET;
2144 }
2145
2146 void PlayerUseKey()
2147 {
2148         if (!IS_PLAYER(self))
2149                 return;
2150
2151         if(self.vehicle)
2152         {
2153         vehicles_exit(VHEF_NORMAL);
2154         return;
2155         }
2156
2157         // a use key was pressed; call handlers
2158         MUTATOR_CALLHOOK(PlayerUseKey);
2159 }
2160
2161 /*
2162 =============
2163 PlayerPreThink
2164
2165 Called every frame for each client before the physics are run
2166 =============
2167 */
2168 .float usekeypressed;
2169 void() nexball_setstatus;
2170 .float items_added;
2171 void PlayerPreThink (void)
2172 {
2173         WarpZone_PlayerPhysics_FixVAngle();
2174
2175         self.stat_game_starttime = game_starttime;
2176         self.stat_round_starttime = round_starttime;
2177         self.stat_allow_oldnexbeam = autocvar_g_allow_oldnexbeam;
2178         self.stat_leadlimit = autocvar_leadlimit;
2179
2180         if(frametime)
2181         {
2182                 // physics frames: update anticheat stuff
2183                 anticheat_prethink();
2184         }
2185
2186         if(blockSpectators && frametime)
2187                 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2188                 checkSpectatorBlock();
2189
2190         zoomstate_set = 0;
2191
2192         if(self.netname_previous != self.netname)
2193         {
2194                 if(autocvar_sv_eventlog)
2195                         GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2196                 if(self.netname_previous)
2197                         strunzone(self.netname_previous);
2198                 self.netname_previous = strzone(self.netname);
2199         }
2200
2201         // version nagging
2202         if(self.version_nagtime)
2203                 if(self.cvar_g_xonoticversion)
2204                         if(time > self.version_nagtime)
2205                         {
2206                                 // don't notify git users
2207                                 if(strstr(self.cvar_g_xonoticversion, "git", 0) < 0 && strstr(self.cvar_g_xonoticversion, "autobuild", 0) < 0)
2208                                 {
2209                                         if(strstr(autocvar_g_xonoticversion, "git", 0) >= 0 || strstr(autocvar_g_xonoticversion, "autobuild", 0) >= 0)
2210                                         {
2211                                                 // notify release users if connecting to git
2212                                                 dprint("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Xonotic ", autocvar_g_xonoticversion, " (beta)^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n");
2213                                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2214                                         }
2215                                         else
2216                                         {
2217                                                 float r;
2218                                                 r = vercmp(self.cvar_g_xonoticversion, autocvar_g_xonoticversion);
2219                                                 if(r < 0)
2220                                                 {
2221                                                         // give users new version
2222                                                         dprint("^1NOTE^7 to ", self.netname, "^7 - ^3Xonotic ", autocvar_g_xonoticversion, "^7 is out, and you still have ^3Xonotic ", self.cvar_g_xonoticversion, "^1 - get the update from ^4http://www.xonotic.org/^1!\n");
2223                                                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2224                                                 }
2225                                                 else if(r > 0)
2226                                                 {
2227                                                         // notify users about old server version
2228                                                         print("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Xonotic ", autocvar_g_xonoticversion, "^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n");
2229                                                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2230                                                 }
2231                                         }
2232                                 }
2233                                 self.version_nagtime = 0;
2234                         }
2235
2236         // GOD MODE info
2237         if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2238         {
2239                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_GODMODE_OFF, self.max_armorvalue);
2240                 self.max_armorvalue = 0;
2241         }
2242
2243 #ifdef TETRIS
2244         if (TetrisPreFrame())
2245                 return;
2246 #endif
2247
2248         MUTATOR_CALLHOOK(PlayerPreThink);
2249
2250         if(!self.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2251         {
2252                 if(self.BUTTON_USE && !self.usekeypressed)
2253                         PlayerUseKey();
2254                 self.usekeypressed = self.BUTTON_USE;
2255         }
2256
2257         if(IS_REAL_CLIENT(self))
2258                 PrintWelcomeMessage();
2259
2260         if(IS_PLAYER(self))
2261         {
2262
2263                 CheckRules_Player();
2264
2265                 if (intermission_running)
2266                 {
2267                         IntermissionThink ();   // otherwise a button could be missed between
2268                         return;                                 // the think tics
2269                 }
2270
2271                 //don't allow the player to turn around while game is paused!
2272                 if(timeout_status == TIMEOUT_ACTIVE) {
2273                         // FIXME turn this into CSQC stuff
2274                         self.v_angle = self.lastV_angle;
2275                         self.angles = self.lastV_angle;
2276                         self.fixangle = TRUE;
2277                 }
2278
2279                 if(frametime)
2280                 {
2281                         if(self.weapon == WEP_NEX && autocvar_g_balance_nex_charge)
2282                         {
2283                                 self.weaponentity_glowmod_x = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_half * min(1, self.nex_charge / autocvar_g_balance_nex_charge_animlimit);
2284                                 self.weaponentity_glowmod_y = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_half * min(1, self.nex_charge / autocvar_g_balance_nex_charge_animlimit);
2285                                 self.weaponentity_glowmod_z = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_half * min(1, self.nex_charge / autocvar_g_balance_nex_charge_animlimit);
2286
2287                                 if(self.nex_charge > autocvar_g_balance_nex_charge_animlimit)
2288                                 {
2289                                         self.weaponentity_glowmod_x = self.weaponentity_glowmod_x + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_full * (self.nex_charge - autocvar_g_balance_nex_charge_animlimit) / (1 - autocvar_g_balance_nex_charge_animlimit);
2290                                         self.weaponentity_glowmod_y = self.weaponentity_glowmod_y + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_full * (self.nex_charge - autocvar_g_balance_nex_charge_animlimit) / (1 - autocvar_g_balance_nex_charge_animlimit);
2291                                         self.weaponentity_glowmod_z = self.weaponentity_glowmod_z + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_full * (self.nex_charge - autocvar_g_balance_nex_charge_animlimit) / (1 - autocvar_g_balance_nex_charge_animlimit);
2292                                 }
2293                         }
2294                         else
2295                                 self.weaponentity_glowmod = colormapPaletteColor(self.clientcolors & 0x0F, TRUE) * 2;
2296
2297                         player_powerups();
2298                 }
2299
2300                 if (self.deadflag != DEAD_NO)
2301                 {
2302                         if(self.personal && g_race_qualifying)
2303                         {
2304                                 if(time > self.respawn_time)
2305                                 {
2306                                         self.respawn_time = time + 1; // only retry once a second
2307                                         self.stat_respawn_time = self.respawn_time;
2308                                         respawn();
2309                                         self.impulse = 141;
2310                                 }
2311                         }
2312                         else
2313                         {
2314                                 float button_pressed;
2315                                 if(frametime)
2316                                         player_anim();
2317                                 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2318
2319                                 if (self.deadflag == DEAD_DYING)
2320                                 {
2321                                         if((self.respawn_flags & RESPAWN_FORCE) && !autocvar_g_respawn_delay_max)
2322                                                 self.deadflag = DEAD_RESPAWNING;
2323                                         else if(!button_pressed)
2324                                                 self.deadflag = DEAD_DEAD;
2325                                 }
2326                                 else if (self.deadflag == DEAD_DEAD)
2327                                 {
2328                                         if(button_pressed)
2329                                                 self.deadflag = DEAD_RESPAWNABLE;
2330                                         else if(time >= self.respawn_time_max && (self.respawn_flags & RESPAWN_FORCE))
2331                                                 self.deadflag = DEAD_RESPAWNING;
2332                                 }
2333                                 else if (self.deadflag == DEAD_RESPAWNABLE)
2334                                 {
2335                                         if(!button_pressed)
2336                                                 self.deadflag = DEAD_RESPAWNING;
2337                                 }
2338                                 else if (self.deadflag == DEAD_RESPAWNING)
2339                                 {
2340                                         if(time > self.respawn_time)
2341                                         {
2342                                                 self.respawn_time = time + 1; // only retry once a second
2343                                                 self.respawn_time_max = self.respawn_time;
2344                                                 respawn();
2345                                         }
2346                                 }
2347
2348                                 ShowRespawnCountdown();
2349
2350                                 if(self.respawn_flags & RESPAWN_SILENT)
2351                                         self.stat_respawn_time = 0;
2352                                 else if((self.respawn_flags & RESPAWN_FORCE) && autocvar_g_respawn_delay_max)
2353                                         self.stat_respawn_time = self.respawn_time_max;
2354                                 else
2355                                         self.stat_respawn_time = self.respawn_time;
2356                         }
2357
2358                         // if respawning, invert stat_respawn_time to indicate this, the client translates it
2359                         if(self.deadflag == DEAD_RESPAWNING && self.stat_respawn_time > 0)
2360                                 self.stat_respawn_time *= -1;
2361
2362                         return;
2363                 }
2364
2365                 self.prevorigin = self.origin;
2366
2367                 float do_crouch = self.BUTTON_CROUCH;
2368                 if(self.hook.state)
2369                         do_crouch = 0;
2370                 if(self.vehicle)
2371                         do_crouch = 0;
2372                 if(self.freezetag_frozen)
2373                         do_crouch = 0;
2374                 if(self.weapon == WEP_SHOTGUN && self.weaponentity.wframe == WFRAME_FIRE2 && time < self.weapon_nextthink)
2375                         do_crouch = 0;
2376
2377                 if (do_crouch)
2378                 {
2379                         if (!self.crouch)
2380                         {
2381                                 self.crouch = TRUE;
2382                                 self.view_ofs = PL_CROUCH_VIEW_OFS;
2383                                 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
2384                                 // setanim(self, self.anim_duck, FALSE, TRUE, TRUE); // this anim is BROKEN anyway
2385                         }
2386                 }
2387                 else
2388                 {
2389                         if (self.crouch)
2390                         {
2391                                 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
2392                                 if (!trace_startsolid)
2393                                 {
2394                                         self.crouch = FALSE;
2395                                         self.view_ofs = PL_VIEW_OFS;
2396                                         setsize (self, PL_MIN, PL_MAX);
2397                                 }
2398                         }
2399                 }
2400
2401                 FixPlayermodel();
2402
2403                 GrapplingHookFrame();
2404
2405                 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2406                 //if(frametime)
2407                 {
2408                         self.items &= ~self.items_added;
2409
2410                         W_WeaponFrame();
2411
2412                         self.items_added = 0;
2413                         if(self.items & IT_JETPACK)
2414                                 if(self.items & IT_FUEL_REGEN || self.ammo_fuel >= 0.01)
2415                                         self.items_added |= IT_FUEL;
2416
2417                         self.items |= self.items_added;
2418                 }
2419
2420                 player_regen();
2421
2422                 // rot nex charge to the charge limit
2423                 if(autocvar_g_balance_nex_charge_rot_rate && self.nex_charge > autocvar_g_balance_nex_charge_limit && self.nex_charge_rottime < time)
2424                         self.nex_charge = bound(autocvar_g_balance_nex_charge_limit, self.nex_charge - autocvar_g_balance_nex_charge_rot_rate * frametime / W_TICSPERFRAME, 1);
2425
2426                 if(frametime)
2427                         player_anim();
2428
2429                 // secret status
2430                 secrets_setstatus();
2431
2432                 // monsters status
2433                 monsters_setstatus();
2434
2435                 self.dmg_team = max(0, self.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2436
2437                 //self.angles_y=self.v_angle_y + 90;   // temp
2438         } else if(gameover) {
2439                 if (intermission_running)
2440                         IntermissionThink ();   // otherwise a button could be missed between
2441                 return;
2442         } else if(IS_OBSERVER(self)) {
2443                 ObserverThink();
2444         } else if(IS_SPEC(self)) {
2445                 SpectatorThink();
2446         }
2447
2448         if(!zoomstate_set)
2449                 SetZoomState(self.BUTTON_ZOOM || self.BUTTON_ZOOMSCRIPT || (self.BUTTON_ATCK2 && self.weapon == WEP_NEX) || (self.BUTTON_ATCK2 && self.weapon == WEP_RIFLE && autocvar_g_balance_rifle_secondary == 0));
2450
2451         float oldspectatee_status;
2452         oldspectatee_status = self.spectatee_status;
2453         if(IS_SPEC(self))
2454                 self.spectatee_status = num_for_edict(self.enemy);
2455         else if(IS_OBSERVER(self))
2456                 self.spectatee_status = num_for_edict(self);
2457         else
2458                 self.spectatee_status = 0;
2459         if(self.spectatee_status != oldspectatee_status)
2460         {
2461                 ClientData_Touch(self);
2462                 if(g_race || g_cts)
2463                         race_InitSpectator();
2464         }
2465
2466         if(self.teamkill_soundtime)
2467         if(time > self.teamkill_soundtime)
2468         {
2469                 self.teamkill_soundtime = 0;
2470
2471                 entity oldpusher, oldself;
2472
2473                 oldself = self; self = self.teamkill_soundsource;
2474                 oldpusher = self.pusher; self.pusher = oldself;
2475
2476                 PlayerSound(playersound_teamshoot, CH_VOICE, VOICETYPE_LASTATTACKER_ONLY);
2477
2478                 self.pusher = oldpusher;
2479                 self = oldself;
2480         }
2481
2482         if(self.taunt_soundtime)
2483         if(time > self.taunt_soundtime)
2484         {
2485                 self.taunt_soundtime = 0;
2486                 PlayerSound(playersound_taunt, CH_VOICE, VOICETYPE_AUTOTAUNT);
2487         }
2488
2489         target_voicescript_next(self);
2490
2491         // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2492         if(!self.weapon)
2493                 self.clip_load = self.clip_size = 0;
2494 }
2495
2496 float isInvisibleString(string s)
2497 {
2498         float i, n, c;
2499         s = strdecolorize(s);
2500         for((i = 0), (n = strlen(s)); i < n; ++i)
2501         {
2502                 c = str2chr(s, i);
2503                 switch(c)
2504                 {
2505                         case 0:
2506                         case 32: // space
2507                                 break;
2508                         case 192: // charmap space
2509                                 if (!autocvar_utf8_enable)
2510                                         break;
2511                                 return FALSE;
2512                         case 160: // space in unicode fonts
2513                         case 0xE000 + 192: // utf8 charmap space
2514                                 if (autocvar_utf8_enable)
2515                                         break;
2516                         default:
2517                                 return FALSE;
2518                 }
2519         }
2520         return TRUE;
2521 }
2522
2523 /*
2524 =============
2525 PlayerPostThink
2526
2527 Called every frame for each client after the physics are run
2528 =============
2529 */
2530 .float idlekick_lasttimeleft;
2531 void PlayerPostThink (void)
2532 {
2533         // Savage: Check for nameless players
2534         if (isInvisibleString(self.netname)) {
2535                 self.netname = "Player";
2536                 stuffcmd(self, strcat("name ", self.netname, substring(ftos(random()), 2, -1), "\n"));
2537         }
2538
2539         if(sv_maxidle > 0 && frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2540         if(IS_PLAYER(self) || sv_maxidle_spectatorsareidle)
2541         {
2542                 if (time - self.parm_idlesince < 1) // instead of (time == self.parm_idlesince) to support sv_maxidle <= 10
2543                 {
2544                         if(self.idlekick_lasttimeleft)
2545                         {
2546                                 self.idlekick_lasttimeleft = 0;
2547                                 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_IDLING);
2548                         }
2549                 }
2550                 else
2551                 {
2552                         float timeleft;
2553                         timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
2554                         if(timeleft == min(10, sv_maxidle - 1)) // - 1 to support sv_maxidle <= 10
2555                         {
2556                                 if(!self.idlekick_lasttimeleft)
2557                                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2558                         }
2559                         if(timeleft <= 0)
2560                         {
2561                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_KICK_IDLING, self.netname);
2562                                 dropclient(self);
2563                                 return;
2564                         }
2565                         else if(timeleft <= 10)
2566                         {
2567                                 if(timeleft != self.idlekick_lasttimeleft)
2568                                         { Send_Notification(NOTIF_ONE, self, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft)); }
2569                                 self.idlekick_lasttimeleft = timeleft;
2570                         }
2571                 }
2572         }
2573
2574 #ifdef TETRIS
2575         if(self.impulse == 100)
2576                 ImpulseCommands();
2577         if (!TetrisPostFrame())
2578         {
2579 #endif
2580
2581         CheatFrame();
2582
2583         //CheckPlayerJump();
2584
2585         if(IS_PLAYER(self)) {
2586                 CheckRules_Player();
2587                 UpdateChatBubble();
2588                 if (self.impulse)
2589                         ImpulseCommands();
2590                 if (intermission_running)
2591                         return;         // intermission or finale
2592                 GetPressedKeys();
2593         }
2594
2595 #ifdef TETRIS
2596         }
2597 #endif
2598
2599         /*
2600         float i;
2601         for(i = 0; i < 1000; ++i)
2602         {
2603                 vector end;
2604                 end = self.origin + '0 0 1024' + 512 * randomvec();
2605                 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
2606                 if(trace_fraction < 1)
2607                 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
2608                 {
2609                         print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
2610                         break;
2611                 }
2612         }
2613         */
2614
2615         //pointparticles(particleeffectnum("machinegun_impact"), self.origin + self.view_ofs + '0 0 7', '0 0 0', 1);
2616
2617         if(self.waypointsprite_attachedforcarrier)
2618                 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON));
2619
2620         playerdemo_write();
2621
2622         if((g_cts || g_race) && self.cvar_cl_allow_uidtracking == 1 && self.cvar_cl_allow_uid2name == 1)
2623         {
2624                 if (!self.stored_netname)
2625                         self.stored_netname = strzone(uid2name(self.crypto_idfp));
2626                 if(self.stored_netname != self.netname)
2627                 {
2628                         db_put(ServerProgsDB, strcat("/uid2name/", self.crypto_idfp), self.netname);
2629                         strunzone(self.stored_netname);
2630                         self.stored_netname = strzone(self.netname);
2631                 }
2632         }
2633
2634         /*
2635         if(g_race)
2636                 dprintf("%f %.6f\n", time, race_GetFractionalLapCount(self));
2637         */
2638
2639         CSQCMODEL_AUTOUPDATE();
2640 }